((NOTE: Sources will be listed as we add on! We will do our best to name each source when we can, but as you see this is a lot of info. Please note, nothing we have on this site is made up/fabricated. All info is from actual d20 and D&D source books. Unless OTHERWISE stated all information is considered true. It is up to DM's whether to use the d20 spells as it may contradict what D&D has for a spell. If you have a question about whether or not a d20 spell is allowed, simply ask the DM.

If you are confused on how spells work, because you are a first time gamer, or do not play spell caster's often, PLEASE read this ERRATA on how to read spells. It is extremely useful and is written by D&D official, Skip Williams.))

((ADDITIONAL NOTES:
Components will be listed if it requires more than speaking or finger waggling. Also note that DM's can choose whether or not you need a material component or "Focus" object. So please ASK THE DM if a spell will require a focus item or component, BEFORE you cast a spell.
If you see Italics under components (such as if using Divine power...) it means that you either have to use an Arcane or Divine focus depending on the class, not both
If everything is in plain text under the components section, then everything applies!

DRAGON SPELLS
Over the millennia, dragons have developed a number of spells that take their special abilities into account. Despite the origin of these spells, any spellcaster can learn and use them if he or she is capable of casting spells of the indicated class and level.Metabreath Spells
Similar to the Metabreath feats, a large number of spells alter a dragon’s breath weapon. While metabreath feats allow mundane manipulation of a breath weapon’s shape or power, metabreath spells represent significant magical enhancement of the breath weapon. A metabreath spell has a special Breath (B) component listed in the spell description. Using the breath weapon is a part of casting the spell; just like making a touch attack is a part of casting a touch spell. Unlike touch spells, a dragon cannot hold the charge on a metabreath spell; it must breathe as part of the spellcasting. Casting a metabreath spell counts as a normal use of a breath weapon, and the dragon must wait the normal length of time before using it again.A spellcaster must have a breath weapon to cast a spell with a breath component. Some metabreath spells only apply to breath weapons with a damaging, energy-based effect—so a dragon turtle’s scalding breath (which deals damage with no energy descriptor) or a gorgon’s petrifying breath, for example, could not be animated with animate breath. Either admixture or replaced with electricity damage using breath weapon substitution. A character under the effect of an elixir of fire breath can use metabreath spells normally.))

Only Classes and Domains (domains will be bolded and all of them will be the same color, Initiate Spells will be similiar to domains (black and bolded), while classes will have different shades), will be mentioned with spells, prestige classes will not, but on their respective pages you will find their spell list (if any) that will redirect you here, so it is important that if you took a prestige class that has a spell list, be sure to keep it handy during game play and look up the spell if it isn't linked to the site yet.

You rip a supernatural ability of your choice away from one creature and transfer it to another. The two creatures must be within 30 feet of each other and remain conscious throughout the casting of the spell. In exchange for this new ability, the recipient permanently loses a supernatural ability it already possesses. If it has none to exchange, it instead loses two class levels (or 2 Hit Dice if it has no class levels).
Class features cannot be transferred by means of this spell. The spell fails if used to transfer an ability to a creature that lacks the proper body parts, size, or other criterion for its use, or if the target creature has fewer than 2 Hit Dice and no supernatural abilities to trade. Either subject may negate the transfer with a successful Fortitude save.

Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
The fog obscures all vision, even darkvision beyond five feet.From the Ultimate Divine Spellbook:A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
The fog is so thick that any creature moving within it progresses at a speed of 5-ft and all attack and damage rolls suffer a -2 penalty. The vapors prevent effective ranged attacks except ray spells and similar spells. A creature or object that falls into the fog is slowed, so that each 10 ft of vapour that the object or creature that passes through REDUCES falling damage by 1d6.
(Only a Severe Wind of 31+mph can disperse the fog before it evaporates on its own.)

By welling up corrosive power in his hand, the caster turns himself into a dangerous weapon, capable of a vicious touch attack. His touch inflicts 1d8 points of acid damage, plus 1 point per level.
In addition the victim must make a fortitude save or become dazed for 1d3 rounds (a dazed creature cannot take a standard action other than self defense) The caster can make one successful touch attack per level (successful in that he touches the subject--not in inflicting damage or dazing it.) Of course, the caster is still limited to his number of attacks per round.

This spell turns any pre-existing fog or gas related spell such as obscuring mist or stinking cloud into corrosive fumes. The properties and effects of the existing spell remain unchanged. In addition to those all creatures within the fog take 1d6 points of damage for every three caster levels they remain within its confines.

The weapon the caster casts this spell upon, becomes particularly useful against others who are using a shield. The wielder ignores amour and enchantment bonuses to an opponents AC gained from a shield. Further, instead of making a normal attack, the weapons wielder can make a sundering attack against a non-magical shield that automatically destroys the shield if the attacker wins the opposed roll.
Shields with a +3 enhancement bonus, or the equivalent in magical abilities, are immune to this spell. If used against someone with the shield spell active, the weapon immediately dispels the shield.

You surround the subject with a magical aura that helps protect them from harm. The subject gains a +4 resistance bonus to one saving throw type, chosen by you at the time of casting. A person may have more than one active aegis of the gods, but each must apply to a different saving throw.The Protection Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook

The caster alters his body in minor ways to help him survive in potentially hazardous natural environments. The caster's body can undergo limited physical adaptations, including growing gills to breathe underwater, growing fur in the cold or adding pigment to one's skin to prevent burning in the desert. Once the adaptation is chosen, it remains for the duration of the spell.
The adaptation grants the caster a +4 bonus to Fortitude saves in regards to the selected hazard (desert heat, arctic cold, etc.), or one of the following special abilities: burrow 20 feet; fly 60 feet (average); swim 30 feet or water breathing.
If the character is knocked unconscious or slain, the adaptations are automatically dispelled.The Animal Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook

An afflatus is a strong creative impulsive, especially as a divine inspiration due to feeling the very breath of the gods. When you touch the subject of this spell, he is inspired to perform or create good works. He will receive a +10 bonus on his next Craft, Perform, Profession or other creative/artistic skill check. This check must be made within one week or the inspiration fades.

As afflatus save for the creative impulse is so strong it lasts for one week per caster level and grants the recipient a +20 bonus on Craft, Perform, Profession, and other creative/artistic skill checks for the duration.

The subject contracts an affliction selected from the list below, which strikes immediately (no incubation period). Afflictions deal damage only to evil creatures. Any evil creature takes damage equal to that listed, plus its Charisma bonus. An evil elemental or an evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity take an extra 2 points. The DC listed is for the subsequent saves (use affliction's normal save DC for the initial saving throw.

This spell allows the caster to cause inestimable pain to the target with a successful melee touch attack. If the touched creature fails its Will save, it immediately suffers 1d8 points of nonlethal damage and an additional 1d8 points of nonlethal damage each round thereafter until the spell ends. A successful Will save at the time of the touch attack, negates the spell entirely. Creatures affected by this spell, scream in pain for the entire duration and suffer a -1 penalty to all attack rolls and skill checks due to their distracted state.The Evil Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.Img stands for the Imagist Class represented in the d20 Book of Erotic Fantasy

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm unless the intruder becomes corporeal while in the warded area.
Alarm can be made permanent with a permanency spell.Hex stands for Hexblade, a Class represented in D&D's Complete Warrior
Wealth is a Domain represented in D&D's Draconomicon

Depending on one's philosophy, this spell either heightens or retards the target's perceptions. The target perceives everyone else as having a +4 circumstance bonus to his or her Appearance. Thus, even average-looking folk look better.
This has no effect on saving throws or spell DC's, but it does give everyone interacting with the target a +2 bonus on all other Appearance-related checks
Multiple Ale Goggle effects do not stack.

Ale Goggles, MassIllusion (Figment)Level: Brd 3Target: One creature/level, no two of which can be more than 30 ft. apart.BOOK REFERENCE(S): d20 Book of Erotic Fantasy

The spell functions as Ale Goggles, except that it effects multiple creatures.

Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can’t cast this spell on a natural weapon, such as an unarmed strike.
When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.Img stands for the Imagist Class represented in the d20 Book of Erotic FantasyFor Imagist, it can only be good aligned

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.(To better understand how this spell works, please READ THIS)SEXUAL USE as per the Book of Erotic Fantasy: This is a common spell for spies, prostitutes, and concubines to use to better please their clients. Famous figures are a common request, as well as body shapes with exaggerated physical features, such as an enormous penis (up to double the normal length or girth), a chiseled physique, incredibly large breasts, and a full, round buttocks. However, because your true gender does not actually change as a result of this spell, a female who uses this to become male cannot produce sperm, and therefore cannot impregnate another female. A male who transforms into a female does not have a womb and cannot get pregnant due to this spell.Hex stands for Hexblade, a Class represented in D&D's Complete Warrior.
Img stands for the Imagist Class and the Body Domain, both are represented in the d20 Book of Erotic Fantasy

You infuse an amber sphere with magical power and hurl it toward the target. If you succeed on a ranged touch attack, the amber strikes the target and envelopes it in coruscating energy that hardens immediately, trapping the target within the translucent, immobile amber shell. The target is perfectly preserved and held in stasis, unharmed, yet unable to take any actions. Within the amber sarcophagus, the target is protected against all attacks, including purely mental ones.
The amber sarcophagus has hardness 5 and 10 hp per caster level (maximum 200 hp). If it is reduced to 0 hp, it shatters and crumbles to worthless amber dust, at which point the target is released from stasis (although it is flat footed until its next turn). Left alone, the amber sarcophagus traps the target until the spell's duration ends, then disappears before releasing the target from captive stasis.

This spell blocks recent events from the target's retrievable memory. It becomes impossible for the subject to remember anything he experienced, for a period of time equal to one hour per level of the caster.
The blocked out period of memory must have occurred within a period of time equal to one day per level of the caster. For example, a 10th level caster could block the memory of 10 hours of events within the previous 10 days of his casting the spell.
The memories are still there but cannot be retrieved by any normal means. Detect thoughts has no effect, while a heal spell will restore the memories. Spells that Amnesia does not block are: Contact Other Plane, Legend Lore and Mind Probe.

This spell produces a complete genealogy back 10 generations. You will know the identity of each of the individual's forbearers including name and race.

Analyze CreatureDivination (Contingent-Transmutation)Level: Sor/Wiz 2Components: Verbal, Somatic
A drop of blood and a small piece (a few strands of hair, scales or something similar) of the target to be analyzed. Since the component must be handled through direct contact during spellcasting, some physical danger could result from this spell.Casting Time: 1 minuteRange: CloseTarget: One creatureDuration: InstantaneousSaving Throw: Fortitude negatesSpell Resistance: YesBOOK REFERENCE(S): d20 Ultimate Arcane Spellbook

When cast, this spell gives an accurate, detailed account of the target creature's physical structure, capabilities and weaknesses. While this spell cannot determine specific skills or spells known (if any), anything that is a physical characteristic of the creature is learned once the casting time is complete. This allows the caster to determine a target's type, subtype, natural armour bonus, base attack bonus, movement types, and rates, natural weapon attacks and damage, unmodified statistics, innate extraordinary, spell-like, and supernatural abilities, racial bonuses to skills and statistics, inherent weaknesses and current hit dice and hit points.
This spell does not reveal any abilities or statistical changes brought about by active spells, equipment, magic items, or other external effects. It does not reveal whether a given piece of information is a common trait of the creature's race or something specific to the target. Analyze creature does not work on animated objects, constructs or undead, nor will it work on a creature that is dead.
The size of the target can be analyzed with this spell depends on the caster level. A caster of 3rd to 5th level can affect Medium-size or smaller targets, 6th through 8th can affect Large creatures, 9th through 11th level can analyze Huge targets and a caster of 12th level can affect a creature of any size.

Analyze Creature, GreaterDivination (Contingent-Transmutation)Level: Sor/Wiz 7Components: Verbal, Somatic
A drop of blood and a small piece (a few strands of hair, scales or something similar) of the target to be analyzed. Since the component must be handled through direct contact during spellcasting, some physical danger could result from this spell.Casting Time: 1 hourRange: TouchTarget: One creatureDuration: InstantaneousSaving Throw: Fortitude negates (object)Spell Resistance: YesBOOK REFERENCE(S): d20 Ultimate Arcane Spellbook

This spell functions like analyze creature, except that the information obtained is even more detailed. It informs the caster of both the creature's abilities (as noted in analyze creature) and what characteristics differ from the target's normal racial type.
The other major difference is that this spell has no true range limitation, works on dead creatures and can be used on undead (though the information it gives is for the creature as it was when it was alive).

You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.Analyze dweomer does not function when used on an artifact.Img stands for the Imagist Class represented in the d20 Book of Erotic Fantasy
Truth is a Domain represented in the d20 Ultimate Divine Spellbook

This spell gives the caster an insight into the reproductive capabilities of the target, including when a female is most fertile. It identifies problems such as impotency and infertility. It also reveals any conception influencing spells such as Block the Seed and Fiendish Seed as well as their caster level.

This powerful spell causes flame-like holy energy to spray from the caster's hands. The blue flame-like energy invoked by this spell is actually alight with divine power, not fire. Therefore, resistance or immunity to fire offers no protection from the angel fire.
Evil creatures struck by this spell suffer 1d4 points of sacred damage per caster level (maximum 15d4). Neutral and good-aligned characters in the area take no damage from this spell. In fact, good characters are bolstered by the divine energy, gaining a +2 morale bonus on all saving throws, attack rolls, and weapon damage rolls for 1 round per caster level.
EVIL CHARACTERS CANNOT USE THIS SPELL!

You conjure a fortified tower made of stone upon a flat surface. There are two floors and a flat roof with battlements, all connected by narrow stairs inside. In all respects the structure resembles a normal tower, with an iron door and the shuttered windows on the upper levels.
The shelter has a comfortable temperature and atmosphere no matter what the conditions are like outside. The tower provides considerable security -- the stone walls are four feet thick and the iron doors two inches thick. The structure itself resists spells directly casted on it, as if it has a SR of 25. It is impervious to normal missiles but not the sort cast by siege engines or giants. The door, shutters, and even the chimney remain secure against intrusion, the former two being arcane locked and the latter secured by an iron gate at the top and a narrow flue. Finally, seven conjured celestial dogs watch over and protect the tower for the duration.
The tower contains elegant furnishings -- 12 bunks, a trestle table, 8 chairs, 2 benches and a writing desk. The interior decor includes frescoes and tapestries depicting angels and other celestial beings.
EVIL CHARACTER'S CANNOT USE THIS SPELL!

This spell unleashes a blinding flash of sunlight originating with you and expanding outward. Any creature within the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness lasts for 1 minute per caster level.
An undead creature caught within the spell takes 1d6 points of damage per two caster levels (maximum of 10d6), or half damage of a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails it save.
The ultraviolet light generated by this spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC and attack rolls and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change.
The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it — the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.
The spell gives no means of command or influence over the enlarged animals.
Multiple magical effects that increase size do not stack.Scalykind is a Domain Represented in D&D's Player's Guide to Faerûn

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example).

As polymorph, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients.
In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject’s HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.Moon and Scalykind are domains represented in D&D's Player's Guide to Faerûn.
Initiate of Varae is a feat represented D&D's Champions of Ruin
Predator is a Domain represented in the d20 Ultimate Divine Spellbook

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.Scalykind is a domain represented in D&D's Player's Guide to Faerûn

This spell turns the bones or body of one dead animal into a skeleton or zombie the follows the caster's spoken commands. This spell will only animate creatures of tiny or small size. The skeleton or zombie can follow the caster or can remain in an area and attack any creature, (or a specific type of creature) who enters the place. A skeleton or zombie remains animated until destroyed. Once destroyed it can not be reanimated again.
Only one creature can be animated and controlled at a time. If you already animated one and animate another, the first one becomes uncontrolled.
The corpse must be fresh (in which the flesh falls off once animated) or has to be MOSTLY intact.

You imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage. The animated breath has the following characteristics:Type: Construct.Subtype: The same as yours, or the energy type of your breath weapon if you do not have a subtype.Size: One size smaller than you.Hit Dice: Equal to the number of dice of damage your breath weapon deals. The Hit Dice are 10-sided. Constructs also receive bonus hit points based on size:
Diminutive, Tiny: --
Small: 10
Medium: 20
Large: 30
Huge: 40
Gargantuan: 60
Colossal: 80Speed: Varies by breath type:
Acid: 20 ft., swim 90 ft.
Cold: 30 ft.
Electricity: Fly 100 ft. (Perfect)
Fire: 50 ft.
Sonic: Fly 100 ft. (Perfect)AC: The animated breath’s natural armor bonus varies by size:
Diminutive or Tiny: +2
Small or Medium: +3
Large: +4
Huge: +8
Gargantuan: +10
If your breath weapon uses force energy, this bonus is an armor bonus composed of force (like that granted by mage armor) rather than a natural armor bonus.Attacks: The animated breath makes slam attacks according to its Hit Dice.Damage: Each successful hit deals bludgeoning damage (varies by size of the animated breath; see below) energy damage equal to one die of the same size as your breath weapon damage.
Diminutive: 1d2
Tiny: 1d3
Small: 1d4
Medium: 1d6
Large: 1d8
Huge: 2d6
Gargantuan: 2d8
For example, a colossal red dragon’s animated breath is Gargantuan in size, so it deals 2d8 points of bludgeoning damage on a successful hit—plus 1d10 points of fire damage, because d10 is the size pf die used to determine the red dragon’s breath weapon damage.Special Qualities: Creatures that hit the animated breath with natural weapons or unarmed attacks take energy damage as though hit by the breath’s attack.Construct Traits The animated breath is immune to mind affecting effects, and to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. The breath is not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain or death from massive damage.Saves: The animated breath has no good saves. All of its save bonuses are 1/3 of its Hit Dice plus the appropriate ability modifier.Abilities: The animated breath has no Constitution or Intelligence score. Its Wisdom and Charisma scores are both 1. Its Strength and Dexterity vary by size:
Diminutive: Str 6, Dex 16
Tiny: Str 8, Dex 14
Small: Str10, Dex 12
Medium: Str 12, Dex 10
Large: Str 16, Dex 10
Huge: Str 20, Dex 8
Gargantuan: Str 24, Dex 6Alignment: Always Neutral.
Casting the spell requires a standard action, which includes using your breath weapon. When you use your breath weapon, it immediately takes animated form and attacks. It does not form as a cone or a line, and does not deal damage when it is used to cast this spell.

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.Skeletons: A skeleton can be created only from a mostly intact corpse. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.Undeath is a Domain represented in D&D's Player's Guide to Faerûn
GOOD ALIGNED CHARACTERS CANNOT USE THIS SPELL!

This spell creates a visual representation of a piece of text or static graphic. The image performs any acts indicated by the text or extrapolated from the graphic. The animated image is flat, two dimensional, full-color animated image and is seen the same way by all parties viewing it.
Images created from text are reasonable representations but not necessarily completely accurate. For instance, a historical biography of a king that includes a detailed description or a portrait of the king produces an image corresponding to the text or illustration. A different text that merely recounts an exploit of the king but lacks a description of him, produces an image of a regal looking male with the details supplied by the caster. Neither image is guaranteed to resemble what the king looked like in reality.
The spell can be cast on a scroll, book, tapestry, or other textual or visual representation. If cast upon a three-dimensional object, such as a statue, the image produced is still a flat two-dimensional one, floating above or in front of the item.

This spell uses material from the Plane of Shadow to turn two dimensional images into three dimensional, quasi-real animated objects. For those who do not perceive the illusionary nature of the animated image, it acts as a full strength object of the appropriate size. Creatures that interact with the image may make a will save to reveal its true nature. Once revealed, the object cannot harm them.
This spell cannot animate an image worn or carried by a creature.

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.
This spell cannot animate objects carried or worn by a creature.Animate objects can be made permanent with a permanency spell.The Art Domain mentioned here is a d20 variant from the Ultimate Divine SpellbookSEXUAL USE as per the Book of Erotic Fantasy:
Animated objects can be directed to assist in sexual activity, responding to verbal commands from the caster. Dildo's are the most common objects to be animated, although the wide range of kinks that pervades the various races of the world, almost any object has been tried at one time or another. The controller uses his own Perform (sexual techniques) skill for checks made to see how well he performed with the animated objects at a -2 penalty due to the indirect method employed.

You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large usually don’t have hardness.Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.

You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter.
Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half. The possible commands are:

"Coil" or "Uncoil" (form a neat, coiled stack)

"Coil and Knot" or "Uncoil and Unknot"

"Loop" or "Unloop"

"Loop and Knot" or "Unloop and Unknot"

"Tie and Knot" or "Untie and Unknot"
You can give one command each round as a move action, as if directing an active spell.
The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.Craft is a Domain represented in the Player's Guide to Faerûn

This spell allows the caster to force a quantity of sand to relocate, against even the forces of wind and spells that come from lower level casters.
The sand slides along the ground, as if a swarm of tiny insects. The caster does not have to touch the sand, but he must be able to see it during the casting.
This spell only functions in large areas of loose sand, such as beaches or a desert. Animate sand can hold against sand drifting into unwanted areas, bury objects and creatures, remove sand from buried objects and creatures, create temporary pits, or create a tall drift.The Chaos Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook

This spell turns the bones or body of one dead creature into a skeleton the follows the caster's spoken commands. This spell will only animate creatures of Medium or smaller size. The skeleton can follow the caster or can remain in an area and attack any creature, (or a specific type of creature) who enters the place. A skeleton remains animated until destroyed. Once destroyed it can not be reanimated again.
Only one creature can be animated and controlled at a time. If you already animated one and animate another, the first one becomes uncontrolled.
The corpse must be fresh (in which the flesh falls off once animated) or has to be MOSTLY intact. The statistics for a skeleton depend on its size; not on its abilities while it was alive. Check the Players Handbook for details.

The caster animates the dead tissue in the wound of a living creature. This spell can affect any creature currently below its maximum hit points due to injury. Bits of animated flesh make a sickly tendril that reaches up and out of a singe wound, attacking living portions of the creature itself.
The creature MUST make a will save or become stunned for 1d3 rounds due this horrific sight. Whether this creature is stunned or not the undead tendril has a +15 attack bonus (strength 20) and makes a grapple attack as a creature of the subjects size (even though it is actually smaller). If it succeeds in a hold, it immediately begins strangling and constricting the creature, inflicting 2d6 points of damage per round. The necrotic tendril has 2 hit points per Hit Dice of the original creature and AC 15 (+2 size +3 natural armour). A single casting of this spell effects only one wound.

This spell instills a seething resentment and hostility within the target, directed toward any object, creature group or idea the caster desires. How the target reacts to these feelings is dependant on his alignment and personality, and on the nature of the encounter.

Through the use of this spell, the caster harnesses the very essence of negative energy present in his surroundings, calling it to him, magnifying its power and then sending great waves of destructive power radiating away from him. The natural world itself recoils from the use of such magic’s, with plant life wilting under the wave of negative energy and small animals fleeing desperately before being drained into lifeless husks.
Use of this spell will automatically destroy all plant life and tiny animals under one Hit Dice within the area of effect. In addition, roll 1d6 per caster level and total the result. Any creature with hit points below this score, must make a Will save or be automatically slain. This spell does not affect the caster or undead.

The caster peers momentarily into the future, enough to be warned of a coming attack. The first time he is attacked during the spells duration, the attacker suffers a -20 luck penalty to the roll. After the first attack the spells effect disappears.

All targets gain a +2 luck bonus on Armor Class and on saving throws against the attacks, spells, and special attacks(extraordinary, supernatural, and spell-like) of dragons. This bonus increases by +1 by every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).

You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.
Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.Spell is a Domain represented in D&D's Player's Guide to Faerûn

An invisible ray projects from your fingers. You must succeed in a ranged touch attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field.
If this spell is used against a creature, the target can’t cast spells, or can’t use supernatural or spell-like abilities, nor do such abilities have any effect on the creature. However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can’t cast the spell required.
If this spell is used against an object, the objects magical powers are suppressed—including any spells previously cast and currently in effect on the item as well as any spells or magical effects targeted on the object during this spell’s duration. Remember that an object struck by the ray only receives a saving throw if it is attended or if it is a magic item. An unattended item, even if currently under the effect of a spell (such as a torch with a continual flame cast upon it), receives no save.
The spell doesn’t affect any objects other than the target itself, even if those objects are worn, carried by, or in contact with the target. For instance, if the creature is the target, its equipment remains unaffected.

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points.Antipathy counters and dispels sympathy.Elf, Hatred, and Mentalism are Domains represented in D&D's Player's Guide to Faerûn.
Wealth is a Domain represented in D&D's Draconomicon

The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.

This spell is actually cast when the caster prepares his spells or when he regains his spells, depending on the manner of magical recovery. The focus of apportation is any object weighing less than two pounds per caster level that he can physically hold and carry. This focus does not have to be of any special quality, but it does need to bear a special symbol placed by the caster through the use of arcane mark. A magical item can be used as the focus if desired.
At any time within 24 hours, the caster can speak a single word and the object instantly teleports from its location to his hand(s). This is a free action and can be done even on another being's turn as long as he is not flatfooted. The object can be anywhere within 1 mile per caster level and be summoned with apportation. If the object is outside of this distance, the word fails but the spell is not lost.
While this spell is hanging, it counts as a used spell slot or cast spell. If the slot is replaced or refreshed in any way, the apportation is lost, and must be recast. As with most hanging spells, the true casting time for apportation is one minute and it is ruined and lost if there are any interruptions during its casting.

You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.Arcane mark must be cast on an object prior to casting instant summons on the same object.Hex stands for Hexblade, a Class represented in D&D's Complete Warrior
Img stands for Imagist which is a Class represented in the d20 Book of Erotic Fantasy

You control your spells with delicacy and precision. With this spell active, the range and duration of any spells you cast can be increased up to 50% (spells with a range of touch or personal or durations of instantaneous are unaffected). Your spell effects can be delayed up to three rounds and you can shape spell areas (with changing their size) to the point of excluding individual targets from bursts if you desire.For example, a 15th level wizard casts arcane mastery, then fireball. He can then increase the range by an extra 500 feet, but he cannot effect the instantaneous duration.
He can delay the explosion of the fireball up to three rounds (at which time, different creatures might be in the area) and he can choose who in the area must make a saving throw and who automatically suffers no damage.

With this spell the caster effects the target with a deadly poison by making a successful touch attack.
This spell inflicts 2d6 points of temporary Constitution damage and another 1d6 points of temporary Constitution damage one minute later. Each instance of damage can be halved by a successful Fortitude save (DC 10 + caster level).

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.Arcane sight can be made permanent with a permanency spell.Hex stands for Hexblade, a Class represented in D&D's Complete Warrior
Img stands for Imagist which is a Class represented in the d20 Book of Erotic Fantasy

This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.Greater arcane sight doesn’t let you identify magic items.
Unlike arcane sight this spell cannot be made permanent with a permanency spell.Img stands for the Imagist Class represented in the d20 Book of Erotic Fantasy

A melee weapon of pure force springs into existence and attacks opponents when they provoke attacks of opportunity, doing 1d8 points of damage per hit with a 19-20 critical threat range and dealing double damage on a successful critical hit. The weapon takes the form of a medium sized simple or martial weapon that the caster desires. It is visible and takes up a five foot square area just like a medium sized creature would. It uses the casters base attack, as its attack bonus. It strikes as a spell not as a weapon, so it can attack ethereal or incorporeal creatures.
Since it makes attacks of opportunity, it threatens the area it is in and attacks when provoked, it can attack the caster himself or his allies. The weapon can only make one attack of opportunity per round per level, otherwise it takes no standard actions. Feats and the like of the caster do not add on to this spell. If it is able to flank an opponent it provides a flanking bonus if it has the opportunity to strike. If it leaves beyond the spell range it leaves the casters sight, if the caster is rendered helpless it returns to the caster and hovers.
This weapon cannot be attacked or damaged. As a standard action the caster can move the weapon to a new area for attack.
If an attacked creature has SR, check for resistance the first time the weapon strikes it. If the resistance is successful it dispels the spell. If it does not it effects the creature as stated and continues for the duration of the spell.

This spell causes you to be shrouded in a thick, dripping cloak of acid that conceals you, damages opponents and protects you from acid.
The armour of acid is viscous and thick, providing a +2 armour bonus to AC. It also imposes a 20% miss chance on all attacks directed at you, since it is opaque and partially hides your position. Any creature attacking you with natural weapons suffers 1d6 points of acid damage with each successful attack against you. Anyone grappling you automatically takes 2d6 points of acid damage every round. Anyone striking you with a manufactured weapon must make a Reflex save or the weapon suffers 1d6 points of acid damage. You also inflict 1d6 points of acid damage with each touch attack. Furthermore, you gain immunity to acid while the spell is in effect. The armour of acid is dispelled if it is exposed to 80 or more points of fire damage in 1 round.

This spell envelopes you in a torrent of flames that conceal, protect you from fire and cold, and can damage your enemies. The flames do not harm you or your equipment.
Characters protected by this spell gain a 50% miss chance against all attacks due to the concealment of the flames. Any creature attacking you with natural weapons suffers 1d6 points of fire damage with each successful attack against you. Anyone grappling you automatically takes 2d6 points of fire damage every round. Furthermore, you gain immunity to fire while the spell is in effect. The armour of flame also imparts a resistance to cold of 10. You also inflict 1d6 of fire damage with each touch attack. The armour of flame is dispelled if it is submerged.

This spell encases you in a mantle of ice that shields you from physical attacks, damages those that attack you and protects you from fire and cold damage.
You gain a +8 armour bonus from the use of this spell. You also gain immunity to cold damage and have a resistance to fire of 10. Any creature attacking you with natural weapons suffers 1d6 points of cold damage with each successful attack against you. Anyone grappling you automatically takes 2d6 points of cold damage every round. You also inflict 1d6 points of cold damage with each touch attack. Furthermore, the armour of ice is dispelled if it is exposed to 80 or more points of fire damage in 1 round.

This spell causes rocks and earth to rise from the ground and encase you in a thick shell of stone that protects you from attacks and improves your unarmed attacks and grapple checks.
Characters affected by this spell gain a +10 armour bonus to AC and damage reduction of 5/magic. You inflict 1d6 points of bludgeoning damage and force the target to make an opposed trip check or be knocked prone by the heavy blow. If the opponent avoids being tripped, he does not gain a chance to trip you in return. The armour also provide you a +4 bonus to all grapple and trip checks, due to the size and the weight. The armour of stone weighs 600 pounds (to a Medium creature), but is weightless to the wearer as long as he stays in contact with the ground. If you attempt to jump, swim or otherwise try to break physical contact with the ground, you feel the full weight of the armour and lose the +4 grapple and trip bonus mentioned above, due to its size and weight.

This spell causes a powerful field of sonic energy to encase you. The field deflects physical attacks, blocks sonic effects and blasts opponents with thunder-bursts whenever you are struck.
The field of armour created by this spell, gives off strong sonic vibrations that turn physical attacks aside, providing you with a +6 deflection bonus to AC. This spell also protects you from all forms of sonic attacks, including sound burst spells, a bard's musical abilities, and a frost worm's trill ability, among other effects. The armour of thunder also blasts anyone who lands a successful melee attack against you with 1d6 points of sonic damage. Anyone grapping you, automatically takes 2d6 points of sonic damage every round. You also inflict 1d6 points of sonic damage with each touch attack. The armours constant low rumble imposes a -4 to all Listen checks you attempt and a -2 to all Listen checks made within 10 feet of you.

This spell fills the area around your body with highly charged particles. This protective field deflects attacks, protects against electricity, and damages anyone who strikes you.Armour of voltage uses electromagnetic fields to deflect physical attacks directed at you, providing a +6 deflection bonus to AC. This also grants you an immunity to electricity. Additionally any creature attacking you with natural or metal weapons suffer 1d6 points of electrical damage with each successful attack. Anyone grappling with you automatically takes 2d6 points of electrical damage every round. You also inflict 1d6 points of electrical damage with each successful touch attack. This spell is negated if you are submerged.

This spell causes a column of water to well up and engulf you, displacing your image, blunting attacks, protecting from cold and fire, and improving your ability to swim.
Characters wearing the armour of waves gain a +4 deflection bonus, as the surging tides wash over their body and turn aside attacks. This effect also adds a +2 circumstance bonus to your grapple checks. The translucent water also displaces your image and causes opponents to suffer a 20% miss chance on all attacks directed at you. The flowing water also protects you from a certain amount of fire, cold, and acid damage, imparting a resistance of 10 against each of these energy types. This spell also improves your ability to swim, as the propelling waves impart a swim speed of 30 and a +10 to any swim checks that you make. If you already have a swim speed, this effect increases your speed by 10 feet. This armour also imbues you with the water breathing ability (as the spell of the same name). The armour of waves is dispelled if it is exposed to 80 or more points of fire damage in 1 round.

This spell surrounds you with powerful gusting winds that can propel you through the air. deflect attacks, and can hedge out small creatures and gases.
Tiny and Small flying creatures cannot come within 5 feet of you and are blown back 5 feet, if they do come within that range. Loose materials and debris fly away from you. All arrows and bolts are deflected away and miss, while any other normal ranged weapon passing through the winds has a 30% miss chance. A giant-thrown boulder, a siege engine projectile and other, massive ranged weapons are not affected. Gases, most gaseous breath weapons, and creatures in gaseous form cannot penetrate the armour (although it is no barrier to incorporeal creatures). Furthermore, the strong winds also deflect melee attacks providing a +4 deflection bonus to AC. Lastly, the armour of winds allow you to fly at a speed of 120 feet. If you already have a fly speed, this effect increases your speed by 30 feet.

The casters familiar gets a +1 armour bonus per caster level. (maximum +10) The armour is invisible and made of magical force. This is useful against incorporeal creatures. The caster cannot cast this on another creature and this spell does not benefit himself in any way.

The caster imbues two armour piercing arrows per caster level with the power to ignore physical armour, including natural armour and shields. Note that this spell does not negate any enhancement bonus that the armour may possess, only the AC granted by the physical armour itself. Thus a caster wearing a +1 chainmail is usually a 16 AC without enhancement, this becomes 11 AC against arrows altered by this spell. Arrows imbued with armourless arrow also ignore all armour bonuses gained from arcane spells below 5th level

This spell allows the caster to set an augmented version of shrapnel in skeletons that he targets. Upon the spells duration ending or the skeleton's demise, the skeleton is utterly destroyed as it explodes into thousands of razor sharp fragments. A skeleton that is not under the casters direct control can make a Will save to negate the effects of the spell. The explosion functions as a shrapnel spell, except that all targets within short range of the skeleton receive 1d10 points of piercing damage, +1 point of force damage per caster level (Maximum +10) as the shrapnel blasts outwards. A Reflex save reduces the damage by half.

This simple spell simulates any one particular scent the caster desires, whether it is the stench of rotting flesh or the sweet aroma of lilacs. This spell can foil animals that track with scent and even discourage such animals from entering an area. For example the caster could choose the aroma of flesh blood or meat to distract or attract hunting animals or monsters.
If used to mask a scent from a creature that uses its olfactory senses (like a dog or wolf) the creatures must make a survival check (DC equals the Will Save to disbelieve) to find the desired scent.

You grant one creature an aspect of the shark, namely its ability to survive at great depth underwater without harm. For the duration of the spell, the target will not suffer damage from either the great pressure or the cold temperature of being in the ocean's depths.

The target gains the ability to make sneak attacks (as a rogue) against opponents denied their dexterity bonus to AC or those that are flanked. The target inflicts +1d6 points of damage when making such an attack. If the target can already make sneak attacks, then his sneak attack damage increases by +1d6.

The targets can converse without anyone overhearing what they are saying. Casters who can read lips may still be able to determine what is being said, but no Listen Check can possibly allow anyone to overhear the conversation.
While under the effect of this spell, a caster can speak to someone not affected by this spell and anyone can hear that conversation normally. Only when an affected caster speaks to another affected caster does the conversation remain private.

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).Img stands for the Imagist Class represented in the d20 Book of Erotic Fantasy
Mentalism is a Domain represened in the Player's Guide to Faerûn
Dream and Spirit are Domains represented in the d20 Ultimate Divine Spellbook

AtonementAbjurationLevel: Clr 5, Drd 5, Img 5, Renewal 5Components: Verbal, Somatic
Use your holy symbol or another object as a Divine Focus
Material Component: Burning incense
Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gpXP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see below)Casting Time: 1 hourRange: TouchTarget: Living creature touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: YesBOOK REFERENCE(S): D&D's Player's Handbook 3.5, and the d20 Ultimate Divine Spellbook

This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.Atonement may be cast for one of several purposes, depending on the version selected.

Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.

Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.

Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.

Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.

Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.SEXUAL USE as per the Book of Erotic Fantasy:
As in the real world, characters who engage in sex during a game runs into consequences, besides the otherwise normal chances of pregnancy, disease, and emotional, legal, and other impacts. For a character who has taken a bow of chastity, willing engaging in sex means a serious loss of face in the eyes of whomever that vow was taken (typically the character's deity).Atonement may be used to restore the status of a chaste character who has willingly engaged in sex. However, it has no effect on any prestige class or social status that requires that the character be a virgin.Img stands for the Imagist Class represented in the d20 Book of Erotic Fantasy
Renewal is a Domain Represented in D&D's Player's Guide to Faerûn

This spell disrupts the subjects ability to concentrate. Combatants who are affected by this spell suffer a -6 circumstance penalty to attack rolls and lose their Dexterity bonus to Armour Class and Reflex saving throws. They also suffer a -4 circumstance penalty to initiative. Spellcasters who are affected cannot prepare spells.
Casting spells or using magic items requires a Concentration check (DC 30). In addition, subjects under this spell cannot follow conversations, read, or undertake any task that requires even the slightest amount of concentration without passing a Concentration check (DC 20). Subjects must repeat this check every time they attempt to focus their attention on a particular task.

With an abrupt shout, you momentarily compel the target to look at your face. A creature that fails its saving throw looks directly at you and must immediately make a saving throw against your gaze attack, if you have one. Temporary gaze attacks granted by spells, magic items, and the like count for the purposes of this spell.

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

Weal (if the action will probably bring good results).

Woe (for bad results).

Weal and woe (for both).

Nothing (for actions that don’t have especially good or bad results).

If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.Img stands for the Imagist Class represented in the d20 Book of Erotic Fantasy.
Fate and Planning are domains represented in D&D's Player's Guide to Faerûn
Oracle and Secret displayed here are variant Domains represented in the d20 Ultimate Divine Spellbook

This spell creates a zone of profane power around you. Evil creatures (including you) within a 10 ft. radius of you enjoy a +1 profane bonus on attack rolls, Armour Class and saving throws. They also benefit from a +4 circumstance bonus on Hide checks. Good creatures within the radius suffer a -1 morale penalty on Will saves.
If an aura of darkness and aura of light come into contact, both are negated.
GOOD ALIGNED CHARACTER'S CANNOT USE THIS SPELL!

This spell gives the caster an aura that is creepy and unsettling which he can also focus on a single individual for a greater effect.
This spell surrounds the caster, subtly touching all who enter the area. The caster gains a +2 circumstance bonus to Intimidate checks. All those within the area of this spell suffer a -2 morale penalty on Will Saves against spells cast by the caster (a successful Will save when entering the area negates this effect). If the caster decides to concentrate the effects of the Aura on a single target, the target must make a will save or suffer a -2 morale penalty on all rolls as long as they are within the Aura. While the Aura is being concentrated on in this way, others within the area are no longer penalized on their Will saves.

You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within the radius of this spell that successfully saves takes no damage instead.)
The effect of this spell does not stack with any existing evasion or improved evasion abilities.

This spell surrounds you with a bright aura equal to a light spell. Non-good creatures in a 10 ft. radius of you suffer a - 1 circumstance penalty to attack rolls, Armour Class, and Reflex saves. Evil creatures also suffer a -1 morale penalty to Will saves. Furthermore, missile weapon attacks directed against you suffer a 20% miss chance, even if those attacks originate from outside the 10 ft. radius.
If an aura of light and an aura of darkness come into contact, both are negated.
EVIL ALIGNED CREATURES CANNOT USE THIS SPELL!

This spell wraps the caster in a scintillating sheath of energy. The next time anyone strikes him in melee, the attacker suffers 1d6 points of electrical damage per level (maximum 10d6). The caster cannot prevent the discharge from happening.

A shimmering field of divine power surrounds you, granting to you the following benefits:

Your natural armor, if you already have some, toughens to increase your natural armor bonus by +4. If you do not have a natural armor bonus already (including one provided by an amulet of natural armor or the barkskin spell), this spell does not grant you one.

Your natural attack forms, if you have any, become heavier and sharper, dealing an extra 2 points of damage with each successful attack. This does not improve unarmed strikes, only natural attacks, such as claws, bites, and slams.

The saving throw DC’s for your supernatural abilities, if you have any, increase by +2. Spells you cast, spell-like abilities you possess, and extraordinary abilities are unaffected.

You become surrounded by an aura of fear. Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level. Each potentially affected opponent must succeed on a Will save or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to your frightful presence for 24 hours.
If you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways:

The radius of the area affected by the ability increases by 10 ft.

The Will saving throw to resist the fear effect has a DC equal to your normal frightful presence DC or this spell’s save DC, whichever is higher.

Creatures that normally would be shaken by your aura are frightened instead, and creatures that normally would be frightened are panicked.

THIS IS NOT A D&D SACTIONED SPELL, IT IS ONLY COMPATIBLE! Please ask your DM if this spell is allowed into your campaign. Some deities have specific summoning methods and requirements to call them forth, so please ASK before casting!
Casting this spell summons an avatar of the caster's deity, a glowing shadow of the god's power that rises up to smite all unbelievers. All individuals within 50 feet of the avatar suffer the effects of the fear spell (no save allowed) as if a 20th level Wizard had cast it. In addition, any member of an enemy faith within 50 feet of the avatar automatically suffer 2d8 points of damage each round until they move out of the area.The Good Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook

THIS IS NOT A D&D SACTIONED SPELL, IT IS ONLY COMPATIBLE! Please ask your DM if this spell is allowed into your campaign. Some deities have specific summoning methods and requirements to call them forth, so please ASK before casting!
The energy of your deity enters you, filling you with his power and his will. You double in height (with all of your equipment growing proportionally), are surrounded by a shimmering halo of light and your eyes glow. In addition your voice is now that of your deity and reverberates with power. By the grace of your deity, you have become his proxy on the field of battle.
The color of the halo and the glow of the eyes is the color most associated with your deity. If he lacks a special color, then it is determined by alignment as follows:
LG - White
LN - Steel Gray
LE - Royal Purple
NG - Gold
N - Dark Brown
NE - Black
CG - Sky Blue
CN - a constantly shifting kaleidoscope of color
CE - Blood red
You gain all the effects of divine power, righteous might and either cloak of chaos, holy aura, shield of law, or unholy aura (decided at the time of casting). In addition, you gain a +4 bonus to Charisma and Wisdom for the duration of the spell, are immune to fear of all sorts and your allies within 30 feet gain a +4 bonus on all saves versus fear. Anyone who faces you in combat must make a Will save (DC 19 + Wisdom modifier) or run in fear for 1d6 rounds.
There is a price to such power. Avatar's might can only be cast if you are facing powerful enemies of your faith (such as an army of demons if you serve a lawful good deity) and the odds are horribly against you. While under the effects of avatar's might, you are filled with your deity's wrath and do all in your power to destroy your foes. However, this does not mean you forgo reason. You can still throw spells at them from a distance instead of facing them directly, for example.
There is also, a more serious price. The mortal frame is not meant to carry the energy of a deity, even the small fraction of that energy that avatar's might summons. Every round that you are under the effect of this spell you must make a Fortitude save (DC 20) or suffer 1d10 points of damage. Though this damage is not visible (nor in fact, felt) while the spell is in effect, when the spell ends the damage surfaces as various burn marks. The damage can be healed normally. If you die while the spell is in effect, your body is utterly consumed by divine energy, instantly turning to ash in a blinding flash of light.

If the target inflicted damage or other harm on one of the caster's family members (and the caster is aware of this fact), he can cast this spell to cause the targets body to rot and wither.
Each day, the target suffers 1d4+1 points of Constitution damage and a cumulative -1 penalty to attack rolls, saving throws and skill checks. The ability score damage heals normally, but the penalty does not end until the duration of the spell elapses (at which point it ends completely) or until the spell's effects are removed magically. The spell's duration can be brought to an end with a remove curse spell cast by a Cleric with a higher caster level than the caster, or by a heal, restoration, miracle, limited wish, or wish spell.
Targets who make a successful Fortitude saving throw still suffer two points of temporary Constitution damage.

It is said Dragons favor this spell, as it simply bends fate to make the subject harder to touch.
The subject that the caster designates gains a +2 luck bonus to AC against touch attacks +1 for every three caster levels (maximum +8). Note that this bonus cannot make the subject's touch AC higher than his normal AC.

You can thoroughly search an object or area (within limits of the spell's duration) without fear of personal harm.
While searching an area carefully and slowly, you will not set off traps, although other standard actions (such as stepping onto a pressure plate) may still activate one. Neither will you contract a disease or unleash a curse when you perform a search, even of dangerous, trapped, or hazardous substances.
However the spell does not influence whether casters find what they are searching for - they must still succeed at a Search check.

You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened).
The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).The Forest and Spirit Domains mentioned here are a d20 variant from the Ultimate Divine Spellbook

Awaken, MassTransmutationLevel: Drd 8Range: Medium (100 ft. + 10 ft./level)Targets: One animal or tree/three levels, no two of which may be more than 30 ft. apart.

As it's weaker version awaken (XP included) accept that it has a wider range and effects more targets.

The caster gives an element human-like sentience. He targets a volume of air, earth, fire or water no bigger than a five foot cube per four cater levels, and it awakens as if becoming an elemental. It has all the statistics of an elemental of small size for its elemental type, except that its Intelligence score is 3d6.
The creature is friendly toward the caster, and although it is not bound to him it will perform any reasonable task as long as the duration lasts, when this happens it goes back into the material it was before the spell was cast. An intelligent elemental remembers what happened around it for one week per caster level before it was awakened and can answer questions about that.
A caster has to use one of the four elements to awaken an elemental of that type. For example, awaken element is a fire spell when cast to awaken a fire elemental.

This spell quickly and silently awakens all sleeping creatures within the burst. Most often, it is used to rouse sleeping comrades to face a threat. It can also be used to counteract spells and abilities that cause victims to sleep, granting those victims a new saving throw if the original effect allowed a save.

You can force all spirits within the area of effect to manifest in the Material Plane. The spirits must be awakened and active to be affected by this spell, and they can save against Will to remain in the Spirit World. Manifested spirits are visible to everyone in the Material Plane, but they are incorporeal. Your guardian spirit (if any) can ignore the spell automatically, but he may forgo his saving throw to manifest without exerting his power. Other guardian spirits caught in the area must roll normally, but they can use their protégé’s save bonus if it is higher.The Spirit Domain mentioned here is a d20 variant from the Ultimate Divine Spellbook

Silverhair knight’s use this dramatic and somewhat unsettling spell to show evil individuals (particularly drow) the errors of their nefarious ways. If the target manages to resist the effects of this spell, the sudden upwelling of sinful memories cause a momentary distraction that imparts a -1 penalty on skill checks and attack rolls for 1 round. Failure indicates that the various acts of cruelty and hatred the target has inflicted throughout his life suddenly weigh down upon its mind, causing it to suffer the pains and torments of all those it has tormented and wounded. The target immediately takes 1d6 points of nonlethal damage per caster level (maximum 10d6) and is stunned for 1 round. If this knocks the target unconscious, it takes 1d6 points of wisdom damage.
EVIL CHARACTERS CANNOT USE THIS SPELL!

This spell conjures a greataxe of immense power. The axe is considered to be magical for the purpose of penetrating damage reduction only and is totally weightless. It deals 1d12 points of damage on a successful hit, plus three points per two levels of you. (maximum +30). The axe deals double damage against undead and outsiders.
Only you can wield the axe of doom, if you ever give it to another person, or if it is otherwise removed from your possession (such as with a successful disarm), the axe ceases to exist.